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Cruor: Difference between revisions

From EVE University Wiki
Update for Version 23.01 Release 2025-10-28.1
 
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* SHIP ATTRIBUTES SECTION (last update : 2025-10-28)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=17926
| shipimg=Cruor.jpg
|shipid=17926
| shipname=Cruor
|shipimg=Cruor.jpg
| class=Frigate
|shipname=Cruor
| grouping=Pirate Faction Frigates
|caption=Cruor
| hulltype=Cruor Class
|class=Frigate
| faction=Blood Raiders
|grouping=Pirate Faction Ships
| variations=  
|hulltype=Cruor Class
| tech=F  
|faction=Amarr Empire
|race=Amarr
|roles=unspecified
|variations=none
|tech=F
|ecmprio=0 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
|powergrid=57 MW
|cpu=137 tf
|capacitor=470 GJ
|highs=4
|turrets=2
|launchers=0
|mediums=3
|lows=3
|mass=1,003,000 kg
|volume=28,600 m&#179;
|cargohold=135 m&#179;
|dronebay=0 m&#179;
|bandwidth=0 Mbit/sec
|info=Mottled, dark red, and shaped like a leech, the Cruor presents a fitting metaphor for the Blood Raiders' philosophy.  Designed almost solely to engage in their disturbingly effective tactic of energy draining and stasis webbing, this ship is a cornerstone in any effective Blood Raider fleet - and could play an intriguing role in more standard ones.
|bonuses=<b>Special Ability:</b><br>100% bonus to Small Energy Turret damage<br><b>Amarr Frigate Skill Bonus:</b><br>15% bonus to Energy Vampire and Energy Neutralizer drain amount per level<br><b>Minmatar Frigate Skill Bonus:</b><br>10% bonus to the velocity factor of stasis webifiers per level
|structurehp=582 HP
|shieldhp=583 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
|armorhp=657 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35
|maxvelocity=308 m/s
|inertia=3.6
|warpspeed=6 AU/s
|warptime=5.01 s
|targetrange=25 km
|sigradius=35 m
|maxlockedtargets=6
|sensortype=RADAR
|sensorvalue=12 points
|scanres=763 mm
|reqskills=*Amarr Frigate III<small>8h 53m</small>
**Spaceship Command I<small>8m</small>
*Minmatar Frigate III<small>8h 53m</small>
**Spaceship Command I<small>8m</small>
|totaltraintime=0d 18h 3m
|forumlinks=
|wikireferences=
|externallinks=[http://wiki.eveonline.com/en/wiki/Cruor Cruor on Eve Online Wiki]<br>
|highlights1=
|highlights2=
|highlights3=
|highlights4=


| powergrid=57 MW
| cpu=150 tf
| capacitor=470 GJ
| highs=4
| turrets=2
| launchers=0
| mediums=3
| lows=4
| mass=1,003,000 kg
| volume=28,600 m³
| cargohold=135 m³
| extraholdtype=
| extrahold=
| dronebay= 10{{m3}}
| bandwidth= 10 Mbit/sec
|quote= Strength belongs to those strong enough to claim it.
|quote_attribution= Sanicanonical Scriptures, Book of Redemption 11:5
| info= Mottled, dark red, and shaped like a leech, the Cruor presents a fitting metaphor for the Blood Raiders' philosophy.  Designed almost solely to engage in their disturbingly effective tactic of energy draining and stasis webbing, this ship is a cornerstone in any effective Blood Raider fleet - and could play an intriguing role in more standard ones.
| bonuses= <b>Minmatar Frigate bonuses (per skill level):</b><br>
20% bonus to Stasis Webifier range<br>
'''Amarr Frigate bonuses (per skill level):'''<br>
15% bonus to Energy Nosferatu and Energy Neutralizer drain amount<br>
20% bonus to Energy Nosferatu and Energy Neutralizer optimal range<br>
10% bonus to Energy Nosferatu and Energy Neutralizer fallof range<br>
'''Role Bonus:'''<br>
125% bonus to Small Energy Turret damage<br>
•&nbsp;Energy Nosferatu fitted to this ship will drain targeted ship's capacitor regardless of your own capacitor level
| structurehp=580 HP
| armorhp=740 HP
| armorem=50
| armortherm=35
| armorkin=25
| armorexp=20
| shieldhp=480 HP
| shieldem=0
| shieldtherm=20
| shieldkin=40
| shieldexp=50
| maxvelocity= 340 m/sec
| inertia= 3.4
| warpspeed=5 AU/s
| warptime= 4.73 s
| targetrange=33 km
| maxlockedtargets=6
| sigradius=35 m
| scanres=760 mm
| sensortype=RADAR
| sensorvalue=12 points
| reqskills= * {{RequiredSkill|Amarr Frigate|III}}
** {{RequiredSkill|Spaceship Command|I}}
* {{RequiredSkill|Minmatar Frigate|III}}
** {{RequiredSkill|Spaceship Command|I}}
| totaltraintime=17h 55m 0s
| wikireferences=
| externallinks=
| highlights1=
| highlights2=
| highlights3=
| highlights4=
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE -->


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==Summary==
== Summary ==
The Cruor combines the Minmatar love of webs with the Amarr love of neuts with its bonuses. It is almost always armor fit so that the mid slots can be split between prop/tackle/web. Note that the neut bonus is to neut ''amount'' and not neut ''range'', so you will still have to close to within 6km or so of your target to be effective. Once you get within neut range, however, any small ship should be quickly relieved of its cap, shutting off tackle mods, some guns, and any active repair/hardeners.
The Cruor combines the Minmatar love of webs with the Amarr love of neuts with its bonuses. It is almost always armor fit so that the mid slots can be split between prop/tackle/web. Note that the neut bonus is to neut ''amount'' and not neut ''range'', so you will still have to close to within 6km or so of your target to be effective. Once you get within neut range, however, any small ship should be quickly relieved of its cap, shutting off tackle mods, some guns, and any active repair/hardeners. With the rebalance changes in the Kronus patch removing the draining restrictions from vampire modules, they have become more popular than neuts in PvP fits. Because neuts drain more total capacitor energy than vampire modules however, neuts remain situationally useful.


The Cruor isn't really known as a solo boat, as it is slower than most frigates due to its armor tank. It can be quite potent in a fleet, though, and quickly cap out even larger ships.
== Skills ==
* {{sk|Amarr Frigate|mult=yes}} to at least IV to take advantage of the Cruor's large 15% bonus to Energy Vampire and Energy Neutralizer drain amount that comes with every extra level in the skill.
* {{sk|Minmatar Frigate|mult=yes}} to at least IV to take advantage of the Cruor's large 20% bonus to the range of stasis webifiers that comes with every extra level in the skill.
* With the expense of the Cruor it is highly recommended to have T2 Tank (generally [[Armor tanking|Armor]] rather than [[Shield tanking|Shields]]) and T2 [[Turrets|Small Energy Turret]] with supporting [[Gunnery]] skills.
Prerequisite skills:
* {{sk|Capacitor Emission Systems|mult=yes}} is the prerequisite skill for Neutralizers (commonly referred to as Neuts) and Energy Vampires (commonly referred to as NOS). It's also the only skill that directly impacts the effectiveness of capacitor warfare modules (although it only affects neuts).
* {{sk|Capacitor Management|mult=yes}} and {{sk|Capacitor Systems Operation|mult=yes}} give better management of your own cap allowing you to be more effective at eliminating your opponents.
* {{Sk|Propulsion Jamming}} will aid cap stability when using stasis webifiers, allowing pilots greater freedom when fitting.


==Skills==
== Tactics ==
*[[Skills:Spaceship_Command#Amarr_frigate|Amarr Frigate]] to at least IV to take advantage of the Cruor's large 15% bonus to Energy Vampire and Energy Neutralizer drain amount that comes with every extra level in the skill.
''No sub-article about Cruor roles or piloting tactics. You can write them here.''
*[[Skills:Spaceship_Command#Minmatar_frigate|Minmatar Frigate]] to at least IV to take advantage of the Cruor's large 10% bonus to the velocity factor of stasis webifiers that comes with every extra level in the skill.
*With the expense of the Cruor it is highly recommended to have T2 Tank (generally [[Armor_tanking|Armor]] rather than [[Shield_tanking|Shields]]) and T2 [[Turrets|Small Energy Turret]] with supporting [[Gunnery_Guide|Gunnery]] skills.
Prequisite skills:
*[http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems] is the prequisite skill for Neutralizers (commonly refered to as Neuts) and Energy Vampires (commonly refered to as Nos).
*[http://wiki.eveonline.com/en/wiki/Energy_Emission_Systems Energy Emission Systems] is the only skill that directly impacts the effectiveness of capacitor warfare modules although it only effects neuts. 
*[http://wiki.eveonline.com/en/wiki/Energy_Management Energy Management] and [http://wiki.eveonline.com/en/wiki/Energy_Systems_Operation Energy Systems Operation] give better managment of your own cap allowing you to be more effective at eliminating your opponents.


==Fitting==
== Notes ==
For more information about capacitor warfare and other capacitor warfare using ships see [[Capacitor warfare]].


{{ShipFitting|
== Patch History ==
ship=Cruor|
{{Expansion past
shipTypeID=17926|
|'''2025-10-28'''Version 32.01 Release 2025-10-28.1 [https://www.eveonline.com/news/view/patch-notes-version-23-01 Patch Notes]
fitName=PvP Tackle Neut|
* Small Energy Turret Damage role bonus increased from 100% to 125%.
fitID=PvP-Tackle-Neut|
* +20% bonus to Energy Nosferatu and Energy Neutralizer optimal range per level.
high1name=Small Energy Neutralizer II|
* +10% bonus to Energy Nosferatu and Energy Neutralizer falloff range per level.
high1typeID=13003|
high2name=Small Nosferatu II|
high2typeID=13001|
high3name=Small Focused Pulse Laser II|
high3typeID=3041|
high4name=Small Focused Pulse Laser II|
high4typeID=3041|
mid1name=Limited 1MN Microwarpdrive I|
mid1typeID=5973|
mid2name=X5 Prototype Engine Enervator|
mid2typeID=4025|
mid3name=Faint Epsilon Warp Scrambler I|
mid3typeID=5443|
low1name=Damage Control II|
low1typeID=2048|
low2name=200mm Reinforced Steel Plates II|
low2typeID=20347|
low3name=Adaptive Nano Plating II|
low3typeID=1306|
charge1name=Imperial Navy Gamma S x2|
charge1typeID=23073|
charge2name=open|
charge3name=open|
charge4name=open|
charge5name=open|
rig1name=Small Energy Collision Accelerator I|
rig1typeID=31454|
rig2name=Small Capacitor Control Circuit I|
rig2typeID=31370|
rig3name=open|
difficulty=2|
warsop=G|
warsopReason=|
version=ODY 1.1|
shipDNA=17926:3041;2:13001;1:13003;1:4025;1:5443;1:5973;1:1306;1:2048;1:20347;1:31370;1:31454;1:23073;2::|
skills=|
notes=An expensive but powerful neuting frigate.</li><li>As fitted, with all skills at V and before boosts, this ship has 6.4 K EHP, flies at 2619 m/s (3736 m/s with MWD overheated) and align in 5.4 s (3.8 s with MWD off). The capacitor is stable.</li><li>The ship will neut about 20-21 GJ/s, draining other frigates cap dry in about 20 - 40 s. </li><li>Damage is 126 dps at 4.7 + 2.5 km from the Imperial Navy Gamma.}}


==Tactics==
'''2024-11-26''' Version 22.02 Release 2024-11-26.1 [https://www.eveonline.com/news/view/patch-notes-version-22-02 Patch Notes]
''No sub-article about Cruor roles or piloting tactics. You can write them here.''
* Drone Bay and Bandwidth increased from 5m3 to 10m3 and 5 Mbit/sec to 10 Mbit/sec, respectively.
* Max Velocity increased from 330m/s to 340m/s
* Agility improved from 3.6x to 3.4x
}}
 
{{ShipsMatrix|expgroup= pirates}}


==Notes==
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].


{{ShipsMatrix}}
[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Pirate Faction Ships]]
[[Category:Pirate Faction Ships]]
[[Category:Pirate Faction Frigates]]